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Prototype: Vengeant Knight

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Vengeant Knight
Large construct, Chaotic Evil
Armor Class 17 (natural armor)

Hit Points: ?
Speed: 20ft.
STR 24 DEX 10 CON 20 INT 2 WIS 6 CHA 2
Damage Vulnerabilities: Fire.
Damage Resistances: bludgeoning, piercing, slashing from nonmagical attacks.
Damage Immunities: Ice, Poison, Nectoric.
Condition Immunities: poisoned, Frightened.
Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6.

Undead Creation

A Vengeant Knight is both a Construct and an Undead.

Aversion of fire
A Vengeant Knight takes triple damage from weapon attacks with a fire element added to it.

Savage Creation
A Vengeant Knight does not align with any creature, it will attack anything it perceives.

Vengeance Counter
When hit with a fire damage attack or spell, a Vengeant Knight gains a Vengeance Counter (Max 3) Vengeant Knights consume Vengeance Counters when they hit with their Axe attacks, turning them into critical hits.

Brutal Critical
A Vengeance Knight can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

The Vengeant Knight makes three melee weapon attacks with his axes

+7 to hit, 1d12 slashing + 1d8 fire +7

Burning Vengeance (Once per day)
All creatures within 15 feet of the Vengeance Knight must make a DC15 Wisdom saving throw, on a failed save they must make another DC15 Wisdom save every time they try to attack a creature that is not the Vengeant Knight, if they fail this save they must attack the Vengeant Knight, additionally their weapons ignite with magical fire for 8 hours, adding 1d8 fire damage to their weapon attacks, on a successful save creatures are unaffected, but their weapons still ignite.

Weapons affected by Burning Vengeance can be sheathed safely, but once drawn again will burst into flame, a dispel magic spell ends this effect early.

Usage Notes
Vengeant Knights are single minded engines of destruction, created when the enraged soul of a warrior is bound to an iron armor by a process of flame and spell, as such, a Vengeant Knight will attack even it's creator, Necromancers or Wizards reckless enough to employ a Vengeant Knight usually stay far away from their creation, lest the magical axes find no other target than them.

A Vengeant Knight charges towards the closest creature it can perceive and attacks until it is dead, in combat, their vengeant nature leads them to attack whichever creature causes them the most damage, and if they can't reach that creature, they will carve a path to them.

Single Minded
A Vengeant Knight does not reason or strategize, if it kills an opponent with one strike, it will almost always attack the corpse until given reason to switch targets.

A Vengeant Knight's armor is in no state to be used, it's too big, and generally of poor quality, the only protection it offers the undead soul inside is that of heavy bulk, it's magical axes often melt into the gauntlets, when your players try to loot the axes, describe one as unusable and beyond salvage, while another might be repaired.

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Updated August 26th, 2018 at 14:34 by Rebecca



  1. GavinRuneblade's Avatar
    Some thoughts:
    With a Wis of 6 it is very vulnerable to spells like Hold, Enthrall, polymorph, etc. You might want to add immunity to sleep, charm, frightened, and incapacitated so that a wizard or bard doesn't spoil the encounter. Unless you want that vulnerability in there for smart spell casters.

    Similarly, with a 20' move there is a chance that enemies, especially rogues and polearm fighters, will attack it and move out of its reach. Unless you want this vulnerability for smart warriors to take advantage of, consider giving it either 30' move or 10' reach.

    Counters for the vengeance attacks will be complicated, the DM will very likely lose track of them. I know I would lose track. What if the power said "When the Vengeant Knight receives fire damage it may use its reaction to attack once, and if this attack hits it is automatically a critical hit". This is much less hassle but still quite dangerous. And, because it is a reaction it can really shut down a careless party. Or, "after the Vengeant Knight receives fire damage it becomes enraged until the end of its next turn. While enraged all of the Vengeant Knight's attacks that hit are critical hits". Since I think you wanted 3 counters because it gets 3 attacks this preserves that potential for 3 crits in one round. However, this wording is much more dangerous because it is always 3 crits, whereas your original wording is up to 3 crits.

    I'm not sure if Fantasy Grounds can resolve triple damage from fire. So your DM may have to add the extra damage manually. Which may slow down combat and can lead to mistakes. Possibly consider adding a second vulnerability or lose resistance to non-magical weapons for 1 round after being attacked by fire instead of the triple damage. There is a button on effects in the combat tracker a DM can push to turn off a power for 1 round so that would be easy.

    Burning Vengeance causes a lot of saves and could lead to confusion. What about if it says "any creature starting its turn within 15 feet of the Vengeant Knight must make a DC 15 Wis save or be compelled to attack the Vengeant Knight, moving into melee to strike if the creature does not have a ranged attack." Because this happens at the start of turn, and not when they attack someone else, it can help counteract the 20' move speed.

    The Usage Notes suggest that the Vengeant Knight's axes are magical. You might want to specify in Axes that "the Vengeant Knight's axes count as magical for the purposes of overcoming resistance to damage". That is the standard wording from the monster manual.
  2. Skillkoil's Avatar
    Very cool NPC and really good feedback Gavin. I think I may have an idea for this guy in one of my campaigns.
  3. Nylanfs's Avatar
    Depends on the system, If it's Pathfinder or 35e the construct racial abilities are it's mindless. and immune to quite a lot of spells.
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